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https://github.com/opatut/love2d-preset
Löve2D Project Preset, just clone and start hacking. Includes scripts for distribution as well as all the required libaries and binaries for Löve2D 0.8
https://github.com/opatut/love2d-preset
game-state linux love2d lua makefile outdated
Last synced: 2 months ago
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Löve2D Project Preset, just clone and start hacking. Includes scripts for distribution as well as all the required libaries and binaries for Löve2D 0.8
- Host: GitHub
- URL: https://github.com/opatut/love2d-preset
- Owner: opatut
- Created: 2012-08-02T10:59:35.000Z (over 12 years ago)
- Default Branch: master
- Last Pushed: 2013-10-16T11:46:06.000Z (about 11 years ago)
- Last Synced: 2023-03-11T13:34:57.613Z (almost 2 years ago)
- Topics: game-state, linux, love2d, lua, makefile, outdated
- Language: Lua
- Size: 5.31 MB
- Stars: 12
- Watchers: 1
- Forks: 4
- Open Issues: 0
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Metadata Files:
- Readme: README.md
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README
# Löve2D Project Preset
This is a small helper repository to get you started coding a nice game with Löve2D.
## Requirements
* Makefile and Bash scripts are not good for Windows, don't you try to feed them to the nasty Microsoft stuff. For Linux only!
* You should have Löve2D installed on your system, so you don't have to build the binary package all the time for testing## Building
The following make targets are available:
clean: clears all generated data
build: packages the data and sources into ```game.love```
run: runs ```love game.love``` for you
package-all: creates all binary packages into ```pkg/```
package-: generates binary package for one of the supported platformsJust type ```make``` to perform the **build** and **run** targets.
## Development
Put your data in the ```data/``` folder, and your sources into ```src/```. Make sure to adjust ```src/config.lua```. Add resources to the resource manager in ```src/main.lua```. You can access them via
resources.images.
resources.fonts.
etc...from everywhere in your code.
### Class Helper
The class helper can be used like this:
require("util/helper")
ClassName = class("ClassName")
function ClassName:__init(constructor, arguments)
self.foo = "bar"
endfunction ClassName:customMethod(parameter)
-- do stuff
endInheritance works like this:
require("util/helper")
SecondClass = class("SecondClass", ClassName)
-- overwriting a method
function SecondClass:customMethod(parameter_x)
-- do other stuff
end### Game States
To create a new game state, inherit it from the GameState class (util/gamestate). Then create it in the reset() function in the ```src/main.lua```. To switch to a state, call stack:push(the_state) somewhere in your code. To close a state, run stack:pop(). See the intro state in ```src/intro.lua``` for an example.
## License
This program is free software. It comes without any warranty, to the extent permitted by applicable law. You can redistribute it and/or modify it under the terms of the Do What The Fuck You Want To Public License, Version 2, as published by Sam Hocevar. See http://sam.zoy.org/wtfpl/COPYING for more details.
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
Version 2, December 2004Copyright (C) 2004 Sam Hocevar
Everyone is permitted to copy and distribute verbatim or modified
copies of this license document, and changing it is allowed as long
as the name is changed.DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION0. You just DO WHAT THE FUCK YOU WANT TO.
The following files and directories are not part of this project and were redistributed under their respective licenses:
* data/DejaVuSans.ttf [LICENSE](http://dejavu-fonts.org/wiki/License)
* lib/linux_x86 (license file included)
* lib/linux_x64 (license file included)
* lib/windows_x86 (license file included)
* lib/windows_x64 (license file included)